Level 60 - Courtship show, I've spent the guts of a hour trying to get the 5 completions needed and it is beyond frustrating that I can get up to 3/5 then see them disappear with 3 failures in a row.
I don't think it's much to be at least allowed to keep those 3 successes - I'm still going to fail the next 3 shows, the game has proven that, but at least I shouldn't b9with posse punished twice.
Is their a RNG element to some of the shows?
Yeah, each room has a set of 'desires', each with probability of popping up, ranging from a very small (5-10%) to high (75%+).
The lower rooms have a lesser set, so it may look as if you always see the same requests.
And the 'key' desires (blinking ones) is something you would want to be ready for, to avoid getting instant dislikes.
So I think I'll go with reducing score loss rate to 1 per 2 fails, and see how it works; as in your case, failing 3 times in a row would result into lossing 1 score instead of 3. And perhaps you would even have completed the room while getting these 3 points at the first place. Hope thils will help, thanks for raising this.
(If not, I still have few options, although a more complex and optentially confusing ones)
After replying to the comment as below, I think I'll add and option in the settings to turn off completion score reduction, which should help with cases as you described. What do you think?
The concept of the game is fun, but I just don't think the execution works. The main problem is that it's hard to work out exactly what each room expects from you before you enter, I think it'd be nicer to have a kind of "baseline" for each room that can be seen visually beyond the simple "feminine, small breasts". The order of rooms is also a bit weird, you've got ones that expect you to decrease your femininity score to progress to others with a higher femininity, which just feels like it's too easy to outpace the stages, and the cost of going back to previous milestones is large, especially when you start losing at higher levels. Personally I think you should be able to just switch back to any previous body state at no cost.
Finally, the biggest problem is that playing "properly" and trying to minimise your losses on each interaction isn't that interesting because you're just picking what you think will save you from the red feedback, and it can be hard to judge. The colors for each expected interaction (body, hair length, etc) help, but it'd be nicer if the whole character showed either green, red or orange when you hovered over your selection so you could see faster if your chosen setup was going to lead to a pass or a failure. And the reward for playing "properly" isn't significant enough to make it worth it. You can mash through a grade where you'll probably pass it half the time and gain money and experience far faster than someone who makes the best choice every time. They might fail less often, but they'll be taking 10x longer per run, and it's annoying that you can lose despite playing perfectly because you haven't unlocked whatever interaction the audience actually wants.
Thanks for the detailed feedback, much appreciated!
When developing the game, I imagined that each room will fit naturally to the 'selected line', e.g. if you get all feminine upgrades you can at the moment, you'll do fine.
However I see that this does not work that well, so I'll think how to improve that.
As desribed above, each room has a set of possible 'desires' which may be quiet huge, so showing all of these would not be cool.
Maybe we can start with the 'key' ones (those that are blinking and always produce fail if not met), or a list of those that have a high chance of popping up (figuring out what is 'high' is another problem to solve).
Do you think that would help?
Also you can always escape the room (with possible small rep penalty) if you see that
you are not prepared
(c) for it.
Regarding rooms order - apart from the yellow rooms which do not have strict order, I think there are two rooms that need decrease of feminity (Revolt and Double), which were added for the line to be more challanging and to add soem level of diversity to these lines (people like all sort of things after all).
I think at the end of the day in all boils down to not having enough credits to purchase everything you want at the moment
Perhaps adding the chat with more tips and reducing score reduction rate will help to alleviate this case.
You are right that one way to play this is click fast what seems to be the safe option, which makes me think about adding bonus for high-efficiency completion (say, 70%+).
Your other point about highlighting the outcome (like / dislike / neutral) when hovering over the action made me think about adding settings which may ease progression, should one want to (e.g. turn on like / dislike highlight as you said + do not lose room progression on failures, to begin with).
That should allow for different play styles.
And lastly, unlocking interactions was designed to be a story-moving milestones; I guess I'll keep it as is for now as, changing this now may break the story apart.
Thanks again for the feddback!